Star Wars Prototyping
Goals and Overview
The primary purpose of this project is to prototype early concepts in Unreal Engine 5 visual script. While this project includes combat systems, enemies, player character, and boss designs, my goal was to commit most of my time working on enemies and bosses.

Boss Fight Behavior
The primary goal of this boss was to create a high-risk, high-reward fight that would require the player to respond both reactively and proactively to different attack patterns. Many of the attacks that require a proactive response have unique starting animations, but lead into several options that demand different reactions, which the player must recognize and adapt to quickly.
Standard Enemy Behavior
I felt that enemies in Star Wars should exhibit a few behavioral traits and countermeasures to match the experience of fighting as a Jedi. First, I believed that standard enemies should generally be significantly weaker compared to the player. Jedi are traditionally portrayed as being exceptionally superior to any non-Force-wielding opponents, so it would feel odd to make them fight enemies in small groups and have it be challenging. Instead, having the player battle through hordes of enemies that are individually easily defeated seemed to make more sense. This also aligned with another behavior I wanted to implement: "full battle simulation." A significant part of Star Wars is the war itself, and having massive groups of enemies fighting each other, which the player must navigate through or fight their way through with allies, felt very true to the identity of Star Wars.
One major issue with this approach, however, is that the player can easily become surrounded and unable to fight back. To address this, I used a Tokening/Budgeting system. This system ensures that only a select number of enemies can attack the player at any given time. Under this system, an enemy must take a "token" from the player before it can attack. Once it finishes its attack, it returns the "token." The player has a limited number of "tokens" to give, which controls how many enemies can attack at once. As a result, the player can face as many enemies as needed without it becoming impossibly difficult. To adjust the difficulty, you can decrease how many tokens an enemy move requires, thus increasing the challenge either by making moves harder or more frequent.
Tokening/ Budgeting
Saber Tricks
Enemy Battle Sim

AI Behavioral Tree
Relating Gameplay to Narrative
One of my primary goals when designing gameplay features is to make design decisions that align with the themes and narrative of the subject or character. A great example of this can be found in the Doom games, which use every mechanic to encourage the player to keep moving forward and play aggressively, reflecting the main character's motivations and tenacity. In Star Wars, lightning is often considered dangerous for the wielder, with the trade-off being its exceptional lethality. To reflect this, I made all of the bosses’ lightning-based moves interruptible with specific actions causing the lightning to backfire against them, and creating an opening for the player to attack. This not only reinforces narrative themes but also establishes a high-risk, high-reward gameplay loop for players.

Things to Add/Improve
The primary areas I would like to improve are the player character, custom animations, and visual style. Improving the visual style will probably be the last of these, as my 3D art skills aren't as strong as my skills in visual scripting, design, or behavioral tree work. That said, I believe turning some of my 2D concept art into 3D models would make a significant difference.
Creating custom animations is something I can do, but making them from scratch isn't as quick as I would like. At the time, it wasn’t worth the investment since animation wasn’t my primary focus for this project. However, I did set up some rough animations and easily edited existing ones, so I think investing time in improving the animations might be worthwhile now.
The highest priority, however, is improving the player character's feel. I initially created the bare minimum for the player character so I could focus on the enemies, but I quickly found that the character's lack of fluidity and depth limited what I could do with the enemies. Fortunately, making the player character comparable to AI-controlled enemies is significantly easier, but I’d like to spend the time to give it a higher level of polish as I move forward.
Some changes I plan to implement include better strafing and general movement, more attack patterns, an additional resource bar for Force-related moves, and other general improvements to polish.
